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{{MVC2 Character Intro|char= captainamerica|full=Captain America|short=CAP|content=
{{MVC2 Character Intro|char= samurai|full=Silver Samurai|short=SILSAM|content=
== Introduction ==
== Story ==
Steven "Steve" Rogers, known by his alias of Captain America, is the titular character from his comic by Marvel. A rejected World War II soldier due to many health problems, he signed up for Project Rebirth and was given a super soldier serum. Captain America helped the allies win the war, but was lost at sea and frozen for decades. Now thawed, Captain America doesn't serve a particular government or organization, but rather fights for the timeless principles of freedom, equality, and justice of the American Dream.
Kenuichio Harada, better known as Silver Samurai, is a mutant with the ability to create tachyon fields, and focus them onto anything. Generally he puts this on his sword, allowing it to cut through almost anything. He is a sometimes foe-sometimes friend of the X-Men, and Wolverine in particular.


In Marvel vs. Capcom 2, Silver Samurai is a very flexible character with a great projectile, good mixup, an instant overhead, and one of the best supers in the entire game. With just one meter, you can hard punish any bad assist call, and the super is 100% safe on block. Generally, Silver Samurai fits with any team. He loves having meter, and has two decent assists, though generally he needs an assist to do anything special. He also has the most supers of any character in the game, but most of them are not that useful.
In Marvel Vs. Capcom 2, Captain America is an all rounder with decent normals and specials that let him put out damage and traverse the screen while shielded. Captain America has a double jump, which allows him to move around a bit more freely than some characters. He has nice damage with his normals, which are pretty solid all things considered, and his specials aren't any slouch either. His Shield Slash is a fast projectile that has nice zoning, his Stars and Stripes is a lightning fast DP, and his trademark Charging Star lets him go through projectiles. His supers are also solid, with Hyper Charging Star being projectile invulnerable, Hyper Stars and Stripes being a good combo super, and the incredibly damaging Final Justice to cap it off.
 
The problem with Captain America is he has no real mixup, and his shield is both his biggest strength and greatest weakness. If you do not get your shield back after throwing it with Shield Slash, Captain America becomes one of the most dysfunctional characters in the game, with no real combos, most of his specials and supers losing their protective properties, and his damage and range going way down. Couple this with his poor movement, Captain America has a really hard time getting in and applying his pressure. However, he's a damage machine, so it's good to keep him in mind. If you like all rounders with an emphasis on zoning, or are a full-blooded American hero, then be at ease with Captain America.
== Gameplay ==
== Gameplay ==
{{2 Column Flex|flex1=6|flex2=4
{{2 Column Flex|flex1=6|flex2=4
|content1=
|content1=
{{Content Box|content=
{{Content Box|content='''CharacterName''' is a [rough approximation of archetype] who can use [their tools] to [work towards their gameplan]. [Their] main strengths are [as follows] but their weaknesses are [so and so].
'''Silver Samurai''' is a flexible fighter who can do a lot with very little. Even having just one bar is enough to get your opponent to rethink calling assists. He also has good health, and great chip damage.
{{ProConTable
{{ProConTable
|pros=
|pros=
*'''Good mixup:''' Between lows and his instant overhead j.HK, Silver Samurai has a pretty decent mixup game.
* Is in MvC2
*'''Good vortex:''' As j.HP does not cause flying screen, it's easy to abuse the knockdown off his j.HP to go into another low-high mixup.
*'''Assist destroyer:''' With one bar, Silver Samurai can deal over half health or more to some assists.
*'''Great damage:''' With just one assist like T.Bonne projectile or one bar with Raimeiken, Silver Samurai can do half health or more in one combo.
*'''Very good chip damage:''' Turtling is not a great option for an opponent as Shurikens and Cho-Shuriken do great chip damage.
*'''Health:''' Silver Samurai takes 93% damage instead of the normal 100%, allowing him to live slightly longer.
|cons=
|cons=
*'''Lack of movement options:''' Probably the single biggest weakness of Silver Samurai. Outside of dashing and jumping, he has little to no movement options.
* Is in MvC2
*'''Meter reliant:''' Needs meter to really do anything effective, as Raimeiken costs bar.
*'''Poor hitboxes:''' Seriously. The hitboxes on almost every single normal do not match the animation at all.
*'''Inconsistent combos:''' Simple two button chains can drop at long range, and Raimeiken is not 100% consistent.
*'''Assist reliant:''' Needs an assist to really get a combo off his instant overhead, and without one, it's not very threatening.
}}
}}
}}
}}
|content2=
|content2=
{{Content Box|content=
{{Content Box|content=
<center><youtube>W_-TQCwbE2k</youtube></center>
<center><youtube>re1IjZsUGtU</youtube></center>
}}
}}
}}
}}
}}
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{{3 Column Flex
{{3 Column Flex
|content1=
|content1=
{{Content Box|header=Special Moves|content=
{{Content Box|header=Special Moves (Example)|content=
;Shuriken (Air OK)
;Fireball (Air OK)
*{{qcf}} + {{p}} (aim vertically with up or down)
*{{qcf}}+{{p}}
;Hyakuretsutou
;Dragon Punch
*mash {{p}} OR {{dp}} + {{p}}
*{{dp}}+{{p}}
;Running Hyakuretsutou
;Hurricane Kick (Air Only)
*Tap {{f}}, {{f}}, during Hyakuretsutou
*{{qcb}}+{{k}}
}}
}}
|content2=
|content2=
{{Content Box|header=Super Moves|content=
{{Content Box|header=Hyper Combos (Example)|content=
;Cho-Shuriken (Air OK, in Lightning mode only)
;Beam Super (Mashable)
* {{qcf}} + {{lp}}{{hp}}
*{{qcf}}+{{lp}}+{{hp}}
;Raimeiken
;Dragon Punch Super
* {{qcf}} + {{lk}}{{hk}} (Mashable, in normal or lightning mode)
*{{dp}}+{{lp}}+{{hp}}  
;Hyougaken
;Hurricane Kick Super
* {{qcf}} + {{lk}}{{hk}} (in ice mode)
*{{qcb}}+{{lk}}+{{hk}}
;Homuraken
* {{qcf}} + {{lk}}{{hk}} (in fire mode)
;Toki-Rai (Lightning)
* {{qcb}} + {{p}}
;Toki-Hyo (Ice)
* {{qcb}} + {{lk}}
;Toki-En (Fire)
* {{qcb}} + {{hk}}
;Hyper Hyakuretsutou
* A1 + A2, while picking Assist α
}}
}}
|content3=
|content3=
{{Content Box|header=Assist Moves|content=
{{Content Box|header=Assist Types (Example)|content=
;Type α - Ground Type
;Type α - Expansion Type
*Assist: {{hp}} Hyakuretsutou
*Assist: {{hk}} Hurricane Kick
*Counter: {{hp}} Hyakuretsutou
*Counter: {{lk}} Hurricane Kick
*Combination: Hyper Hyakuretsutou
*Combination: Hurricane Kick Super
;Type β - Projectile Type
;Type β - Projectile Type
*Assist: {{hp}} Shuriken
*Assist: {{hp}} Fireball
*Counter: {{hp}} Shuriken
*Counter: {{lp}} Fireball
*Combination: Cho-Shuriken
*Combination: Beam Super
;Type γ - Launcher Type
;Type γ - Anti-air Type
*Assist: {{d}} + {{hp}}
*Assist: {{hp}} Dragon Punch
*Counter: {{d}} + {{hp}}
*Counter: {{hp}} Dragon Punch
*Combination: Raimeiken
*Combination: Dragon Punch Super
}}
}}
}}
}}
}}
== Colors ==
First row: LP, HP, A1. Second row: LK, HK, A2.
[[Image:Mvc2-silversamurai.png]]


== Moves List ==
== Moves List ==


=== Normal Moves ===
=== Assists ===
{{MoveData
|image=MVC2 Psylocke QCF K 02.png
|caption={{hk}} Psyblade
|name=Anti-air
|subtitle=[[File:Alpha.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter=
|TeamHyperCombo=
|description= Assist description.
}}
}}<br>


==== Standing Normals ====
{{MoveData
|image=MVC2_Cable_DP_P_02.png
|caption={{hp}} Psimitar
|name=Anti-air
|subtitle=[[File:Beta.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter=
|TeamHyperCombo=
|description= Assist description.
}}
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Samurai 5LP 01.png
|image=MVC2_Cyclops_QCB_01.png
|image2= MVC2 Samurai 5LP 02.png
|caption={{hk}} Cyclone Kick
|caption2= A quick slash.
|name=Expansion
|name= Light Punch
|subtitle=[[File:Gamma.png]]
|linkname= 5LP
|input={{a1}} // {{a2}}
|input= 5LP // {{lp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AssistData-MVSC2
  |Damage= 4
  |Damage=
  |Startup= 5
  |Startup=
  |Active= 3
  |Active=
  |Recovery= 20
  |Recovery=
  |Guard= HL
  |AlphaCounter=
  |Special Property=  
  |TeamHyperCombo=
  |Cancel= Chain, Special, Super
  |description= Assist description.
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=  
|description=  Very long recovery for a light attack. On the last active frame, the hitbox changes to the one in the second image, this takes 2 frames. <br> (Note the thin, tiny hitboxes - this is a running theme with this character.)
  }}
  }}
}}<br>
}}<br>
 
=== Normal Moves ===
(keep '''only one''' of these, and '''update the inputs''' for their medium attacks as needed)
 
-When grounded, [charactername] has the Hunter type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}} > {{lk}} > {{mp}} > {{mk}} > {{hp}} > {{hk}} cancel tree.
 
-When grounded, [charactername] has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.
 
-When grounded, [charactername] has the 2-Hit type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}}/{{hp}}/{{hk}} cancel tree.
 
 
==== Ground Normals ====


{{MoveData
{{MoveData
|image= MVC2 Samurai 5LP2 01.png
|image=  
|image2= MVC2 Samurai 5LP2 02.png
|caption=  
|caption2= Another quick slash.
|name= Light Punch
|name= Light Punch
|linkname= 5LP
|linkname= 5LP
|input= 5LP (delay), LP // {{lp}} (delay) {{lp}}
|input= 5{{lp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 4
  |Damage=  
  |Startup= 2
  |Startup=  
  |Active= 4
  |Active=  
  |Recovery= 18
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Chain, Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Very long recovery for a light attack. This attack does not come out on hit by mashing, you must intentionally delay your input. This will come out by pressing LP twice, even if the first hit whiffs. On the last active frame, the hitbox changes to the one in the second image, this takes 3 frames.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Samurai 5MP 01.png
|image=  
|image2= MVC2 Samurai 5MP 02.png
|caption=  
|image3= MVC2 Samurai 5MP 03.png
|image4= MVC2 Samurai 5MP 04.png
|caption2= One slash.
|caption4= Two slashes.
|name= Medium Punch
|name= Medium Punch
|linkname= 5MP
|linkname= 5MP
|input= 5MP // {{lp}}{{lp}}
|input= 5{{lp}} after a {{lp}} or {{lk}} connects
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 5, 3
  |Damage=  
  |Startup= 8
  |Startup=  
  |Active= 2, 2
  |Active=  
  |Recovery= 34
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Mainly used as a move with more hitstun to confirm into his specials or supers.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Samurai 5HP 01.png
|image=  
|image2= MVC2 Samurai 5HP 02.png
|caption=  
|caption2= A big slash.
|name= Heavy Punch
|name= Heavy Punch
|linkname= 5HP
|linkname= 5HP
|input= 5HP // {{hp}}
|input= 5{{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 10
  |Damage=  
  |Startup= 11
  |Startup=  
  |Active= 2
  |Active=  
  |Recovery= 45*
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=   
  |Adv. Guard=
  |Adv. Guard=   
  |Adv. Pushblock=
  |Adv. Pushblock=   
|description=  A swing of his sword upward. The asterisk in the recovery field denotes that this move has a special property, it can be crouch cancelled to shorten the recovery to just 12 frames. On the last active frame, the hitbox changes to the one in the second image, this takes 1 frame.
  |description=  
}}
}}<br>
 
{{MoveData
|image= MVC2 Samurai 5HP2 01.png
|caption= A followup slash that knocks down.
|name= Heavy Punch
|linkname= 5HP
|input= 5HP, 5HP// {{hp}}, {{hp}}
|data=
{{AttackData-MVSC2
|Damage= 10
|Startup= 9
|Active= 4
|Recovery= 40
|Guard= HL
  |Special Property=
|Cancel= Special, Super
  |Adv. Hit=
|Adv. Guard=  
  |Adv. Pushblock=
  |description= A swing of his sword at the opponents feet. This knocks down on hit, but even though it looks like it hits low, it does not. Cannot be crouch cancelled, so recovery is static.
  }}
  }}
  }}<br>
  }}<br>
 
{{MoveData
{{MoveData
|image= MVC2 Samurai 5LK 01.png
|image=  
|image2= MVC2 Samurai 5LK 02.png
|caption=  
|caption2= A quick poke forward.
|name= Light Kick
|name= Light Kick
|linkname= 5LK
|linkname= 5LK
|input= 5LK // {{lk}}
|input= 5{{lk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 4
  |Damage=  
  |Startup= 4
  |Startup=  
  |Active= 4
  |Active=  
  |Recovery= 16
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Chain, Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Very long recovery for a light attack. On the last active frame, the hitbox changes to the one in the second image, this takes 3 frames.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Samurai 5MK 01.png
|image=  
|image2= MVC2 Samurai 5MK 02.png
|caption=  
|caption2= Another quick poke forward.
|name= Medium Kick
|name= Medium Kick
|linkname= 5MK
|linkname= 5MK
|input= 5MK // {{lk}}, {{lk}}
|input= 5{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 7
  |Damage=  
  |Startup= 9
  |Startup=  
  |Active= 5
  |Active=  
  |Recovery= 22
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Another quick stab, mainly used as combo filler. On the last active frame, the hitbox changes to the one in the second image, this takes 4 frames.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Samurai 5HK 01.png
|image=  
|caption= A leaping stab.
|caption=  
|name= Heavy Kick
|name= Heavy Kick
|linkname= 5HK
|linkname= 5HK
|input= 5HK // {{hk}}
|input= 5{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 13
  |Damage=  
  |Startup= 15
  |Startup=  
  |Active= 1
  |Active=  
  |Recovery= 31
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= One of the more bizarre moves in Silver Samurai's movekit, he leaps forward and attacks overhead with a stab (though it can be blocked low or high). This does put him airborne, but it can still be special and super cancelled, including before when the hitbox comes out.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
==== Crouching Normals ====


{{MoveData
{{MoveData
|image= MVC2 Samurai 2LP 01.png
|image=  
|image2= MVC2 Samurai 2LP 02.png
|caption=  
|caption2= A swing toward the legs.
|name= Crouching Light Punch
|name= Crouching Light Punch
|linkname= 2LP
|linkname= 2LP
|input= 2LP // {{d}} + {{lp}}
|input= 2{{lp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 4
  |Damage=  
  |Startup= 4
  |Startup=  
  |Active= 3
  |Active=  
  |Recovery= 13
  |Recovery=  
  |Guard= L
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Chain, Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= A quick slice toward the legs. One of the few crouching punches in the game that hits low. On the last active frame, the hitbox changes to the one in the second image, this takes 2 frames.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Samurai 2MP 01.png
|image=  
|image2= MVC2 Samurai 2MP 02.png
|caption=  
|caption2= Another swing toward the legs.
|name= Crouching Medium Punch
|name= Crouching Medium Punch
|linkname= 2MP
|linkname= 2MP
|input= 2MP // {{d}} + {{lp}}, {{lp}}
|input= 2{{lp}} after a {{lp}} or {{lk}} connects
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 7
  |Damage=  
  |Startup= 11
  |Startup=  
  |Active= 3
  |Active=  
  |Recovery= 24
  |Recovery=  
  |Guard= L
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= A swing over Silver Samurai's head and toward the opponent's legs. Does not hit low. On the last active frame, the hitbox changes to the one in the second image, this takes 2 frames.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Samurai 2HP 01.png
|image=  
|image2= MVC2 Samurai 2HP 02.png
|caption=  
|caption2= A swing upward.
|name= Crouching Heavy Punch
|name= Crouching Heavy Punch
|linkname= 2HP
|linkname= 2HP
|input= 2HP // {{d}} + {{hp}}
|input= 2{{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 13
  |Damage=  
  |Startup= 11
  |Startup=  
  |Active= 2
  |Active=  
  |Recovery= 37
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Silver Samurai swings his blade upward, launching the opponent on hit. On the last active frame, the hitbox changes to the one in the second image, this takes 1 frame.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
 
{{MoveData
{{MoveData
|image= MVC2 Samurai 2LK 01.png
|image=  
|image2= MVC2 Samurai 2LK 02.png
|caption=  
|caption2= A crouching stab forward.
|name= Crouching Light Kick
|name= Crouching Light Kick
|linkname= 2LK
|linkname= 2LK
|input= 2LK // {{d}} + {{lk}}
|input= 2{{lk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 4
  |Damage=  
  |Startup= 5
  |Startup=  
  |Active= 3
  |Active=  
  |Recovery= 12
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Chain, Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Silver Samurai crouches and stabs his blade forward. On the last active frame, the hitbox changes to the one in the second image, this takes 2 frames.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Samurai 2MK 01.png
|image=  
|caption= A stab upward.
|caption=  
|name= Crouching Medium Kick
|name= Crouching Medium Kick
|linkname= 2MK
|linkname= 2MK
|input= 2MK // {{d}} + {{lk}}, {{lk}}
|input= 2{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 7
  |Damage=  
  |Startup= 8
  |Startup=  
  |Active= 2
  |Active=  
  |Recovery= 22
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Silver Samurai stabs his blade upward, popping the opponent up slightly on hit. Not a launcher.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Samurai 2HK 01.png
|image=  
|image2= MVC2 Samurai 2HK 02.png
|caption=  
|caption2= A low hitting sweep.
|name= Crouching Heavy Kick
|name= Crouching Heavy Kick
|linkname= 2HK
|linkname= 2HK
|input= 2HP // {{d}} + {{hk}}
|input= 2{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 13
  |Damage=  
  |Startup= 11
  |Startup=  
  |Active= 3
  |Active=  
  |Recovery= 34
  |Recovery=  
  |Guard= L
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Silver Samurai lunges forward and swipes his blade along the ground, knocking the opponent down on hit. On the last active frame, the hitbox changes to the one in the second image, this takes 2 frames.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


==== Jumping Normals ====
 
==== Air Normals ====
(keep '''only one''' of these, and '''update the inputs''' for their medium attacks as needed)
 
-When in the Normal Jump state, [charactername] has the Hunter type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}} > {{lk}} > {{mp}} > {{mk}} > {{hp}} > {{hk}} cancel tree.
 
-When in the Normal Jump state, [charactername] has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.
 
-When in the Normal Jump state, [charactername] has the 2-Hit type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}}/{{hp}}/{{hk}} cancel tree.
 
 
{{MoveData
{{MoveData
|image= MVC2 Samurai j.LP 01.png
|image=  
|caption= Wow, a move that doesn't have completely weird hitboxes or frame data!
|caption=  
|name= Jumping Light Punch
|name= Air Light Punch
|linkname= 8LP
|linkname= j.LP
|input= Jump + {{lp}}
|input= j.{{lp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 4
  |Damage=  
  |Startup= 6
  |Startup=  
  |Active= 10
  |Active=  
  |Recovery= 16
  |Recovery=  
  |Guard= H
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Chain, Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Stabs his blade forward, and lets it linger. Mainly an air combo starter.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Samurai j.MP 01.png
|image=  
|image2= MVC2 Samurai j.MP 02.png
|caption=  
|caption2= An upward aerial swing.
|name= Air Medium Punch
|name= Jumping Medium Punch
|linkname= j.MP
|linkname= 8MP
|input= {{lp}} after a {{lp}} or {{lk}} connects
|input= Jump + {{lp}}, {{lp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 7
  |Damage=  
  |Startup= 6
  |Startup=  
  |Active= 9
  |Active=  
  |Recovery= 12
  |Recovery=  
  |Guard= H
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Chain, Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Swings his blade upward in the air. Mainly just combo filler. Takes 6 frames to switch to the next hitbox image.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Samurai j.HP 01.png
|image=  
|image2= MVC2 Samurai j.HP 02.png
|caption=  
|caption2= A downward aerial swing.
|name= Air Heavy Punch
|name= Jumping Heavy Punch
|linkname= j.HP
|linkname= 8HP
|input= j.{{hp}}
|input= Jump + {{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 13
  |Damage=  
  |Startup= 10
  |Startup=  
  |Active= 2
  |Active=  
  |Recovery= Until landing
  |Recovery=  
  |Guard= H
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Swings his blade downward. Sends the opponent straight down after connecting in the air, allowing for a much easier mixup after an air combo. Technically has 239 frames of recovery, but you'll never see all of them. Takes 1 frame to switch to the next hitbox image.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Samurai j.LK 01.png
|image=  
|image2= MVC2 Samurai j.LK 02.png
|caption=  
|caption2= A downward kick.
|name= Air Light Kick
|name= Jumping Light Kick
|linkname= j.LK
|linkname= 8LK
|input= j.{{lk}}
|input= Jump + {{lk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 4
  |Damage=  
  |Startup= 5
  |Startup=  
  |Active= 18
  |Active=  
  |Recovery= 4
  |Recovery=  
  |Guard= H
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Chain, Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= A downward kick with a TON of active frames. Can usually hit a jumping medium before landing on crouching opponents. Takes 4 frames to switch to the next hitbox image.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Samurai j.MK 01.png
|image=  
|caption= An upward aerial stab.
|caption=  
|name= Jumping Medium Kick
|name= Air Medium Kick
|linkname= 8MK
|linkname= j.MK
|input= Jump + {{lk}}, {{lk}}
|input= {{lk}} after a j.{{lp}}, j.{{lk}}, or j.{{mp}} connects
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 7
  |Damage=  
  |Startup= 6
  |Startup=  
  |Active= 2
  |Active=  
  |Recovery= 14
  |Recovery=  
  |Guard= H
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Chain, Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= An upward stab. Mainly used as air combo filler.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Samurai j.HK 01.png
|image=  
|caption= Let the mix begin.
|caption=  
|name= Jumping Heavy Kick
|name= Air Heavy Kick
|linkname= 8HK
|linkname= j.HK
|input= Jump + {{hk}}
|input= j.{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 13
  |Damage=  
  |Startup= 9
  |Startup=  
  |Active= 1
  |Active=  
  |Recovery= Until landing
  |Recovery=  
  |Guard= H
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Special, Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= This is it. One of Silver Samurai's best moves for opening opponents up. This hits a crouching opponent as an instant overhead on nearly everyone on the cast. Combine this with a good assist like Tron projectile or Cyclops anti-air, and you can land a half health combo, j.HP ender, rinse and repeat until the opponent is dead. Technically has 268 frames of recovery, but you'll never see all of them.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


=== Universal Mechanics ===
 
 
==== Command Normals ====


{{MoveData
{{MoveData
|image= MVC2 Samurai 2HP 01.png
|image=  
|image2= MVC2 Samurai 2HP 02.png
|caption=  
|caption2= Crouching heavy punch, but a bit better.
|name= Direction + Button Name
|name= Launcher
|linkname=  
|linkname= 3HP
|input= Direction + Button Icon
|input= {{df}} + {{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 14
  |Damage=  
  |Startup= 9
  |Startup=  
  |Active= 4
  |Active=  
  |Recovery= 40
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Special, Super
  |Cancel= None
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Raw launcher. Slightly faster and does 1 more damage than crouching heavy punch, but cannot be chained into.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
=== Universal Mechanics ===


{{MoveData
{{MoveData
|name= Throw (Punch)
|image=
|input= 4/6HP// {{b}} or {{f}}+{{hp}}
|caption=
|name= Universal Launcher (Punch)
|linkname= Universal Launcher (Punch)
|input= 3{{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 16
  |Damage=  
  |Startup= -
  |Startup=  
  |Active= -
  |Active=  
  |Recovery= -
  |Recovery=  
  |Guard= N/A
  |Guard=  
  |Special Property= Throw
  |Special Property= Launcher (high)
  |Cancel= None
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Silver Samurai grabs his opponent, puts them on the end of his blade, leaps into the air, and slams his blade into the ground, stabbing the opponent. Press back to throw them the other way.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|name= Throw (Kick)
|image=
|input= 4/6HK// {{b}} or {{f}}+{{hk}}
|caption=
|name= Universal Launcher (Kick)
|linkname= Universal Launcher (Kick)
|input= 3{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 16
  |Damage=  
  |Startup= -
  |Startup=  
  |Active= -
  |Active=  
  |Recovery= -
  |Recovery=  
  |Guard= N/A
  |Guard=  
  |Special Property= Throw
  |Special Property= Launcher (away)
  |Cancel= None
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Silver Samurai grabs his opponent, lays on the ground, and kicks them behind him, like Ryu's kick throw. Press back to throw them the other way.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>
=== Special Moves ===


{{MoveData
{{MoveData
|image= MVC2 Samurai QCF P 01.png
|image=  
|image2= MVC2 Samurai QCF P 03.png
|caption=  
|image3= MVC2 Samurai QCF P 02.png
|name= Throw (Punch)
|caption2= Air version hurtboxes.
|linkname= Throw (Punch)
|caption3= Colors are not correct, hitbox is.
|input= 6{{hp}} // 4{{hp}} near opponent
|name= Shuriken
|input= QCF+LP or HP // {{qcf}} + {{lp}} or {{hp}} (Air OK)
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 8, 2, 2, 2, 2, 2 (18 total)
  |Damage=  
  |Startup= 12
  |Startup=  
  |Active= -
  |Active=  
  |Recovery= 42
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property= Projectile
  |Special Property=  
  |Cancel= Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Silver Samurai throws a multihitting shuriken at his opponent. You can guide the projectile by pressing up or down on the joystick. HP travels faster than LP. Every hit does chip damage, making this a good projectile on block too.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Samurai DP P 01.png
|image=  
|image2= MVC2 Samurai DP P 02.png
|caption=  
|image3= MVC2 Samurai DP P 03.png
|name= Throw (Kick)
|image4= MVC2 Samurai DP P 04.png
|linkname= Throw (Kick)
|caption4= YAH! YAH! YAH! YAH!
|input= 6{{hk}} // 4{{hk}} near opponent
|name= Hyakuretsutou
|input= Mash LP or HP OR DP + LP or HP // Mash {{lp}} or {{hp}} OR {{dp}} + {{lp}} or {{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 4 per hit
  |Damage=  
  |Startup= 9 (LP), 16 (HP)
  |Startup=  
  |Active= 4 per hit (LP), 2 per hit (HP)
  |Active=  
  |Recovery= 22
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Silver Samurai swings rapidly in front of him, cutting his opponent with his blade. HP swings faster and does more damage overall, while LP has faster startup.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Samurai FF DP P 01.png
|image=  
|image2= MVC2 Samurai FF DP P 02.png
|caption=  
|image3= MVC2 Samurai FF DP P 03.png
|name= Air Throw (Punch)
|image4= MVC2 Samurai FF DP P 04.png
|linkname= Air Throw (Punch)
|image5= MVC2 Samurai FF DP P 05.png
|input= j.6{{hp}} // j.4{{hp}} near airborne opponent
|image6= MVC2 Samurai FF DP P 06.png
|image7= MVC2 Samurai FF DP P 07.png
|caption7= More slashes!
|name= Running Hyakuretsutou
|input= F, F, during Hyakuretsutou// {{f}}, {{f}}, during Hyakuretsutou
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 4 per hit
  |Damage=  
  |Startup= 0
  |Startup=  
  |Active= 4 per hit
  |Active=  
  |Recovery= 66
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel= Super
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Silver Samurai swings rapidly in front of him, now while running. This is MASSIVELY unsafe on block, so be sure that the slashes before this move hit, otherwise you'll be eating the biggest combo the opponent has to offer.
  |description= Every character has at least one of the two, sometimes both. Unless you're Thanos.
  }}
  }}
  }}<br>
  }}<br>


=== Assists ===
{{MoveData
{{MoveData
|image= MVC2 Samurai DP P 01.png
|image=  
|image2= MVC2 Samurai DP P 02.png
|caption=  
|image3= MVC2 Samurai DP P 03.png
|name= Air Throw (Kick)
|image4= MVC2 Samurai DP P 04.png
|linkname= Air Throw (Kick)
|caption4= Assist α
|input= j.6{{hk}} // j.4{{hk}} near airborne opponent
|name= Hyakuretsutou
|linkname=  
|input= A1 // A2
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 4, 4, 4, 4 (16 total)
  |Damage=  
  |Startup= -
  |Startup=  
  |Active= -
  |Active=  
  |Recovery= -
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property=
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= One of his two good assists. Very good for lockdown and extending pressure, as he's out swinging for a while. A "ghetto version" of Spiral's γ assist.
  |description= Every character has at least one of the two, sometimes both. Unless you're Thanos.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Samurai QCF P 01.png
|image=  
|image2= MVC2 Samurai QCF P 02.png
|caption=  
|caption2= Assist β
|name= Raw Tag
|name= Shuriken
|linkname= Raw Tag
|input= A1 // A2
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 8, 2, 2, 2, 2, 2 (18 total)
  |Damage=  
  |Startup= -
  |Startup=  
  |Active= -
  |Active=  
  |Recovery= -
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property= Projectile
  |Special Property=  
  |Cancel=
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Silver Samurai throws a multihitting shuriken at his opponent. Good for zoning, and does decent chip.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2 Samurai 2HP 01.png
|image=  
|image2= MVC2 Samurai 2HP 02.png
|caption=  
|caption2= Assist γ
|name= Snap Back
|name= Crouching Heavy Punch
|linkname= Snap Back
|input= A1 // A2
|input= {{qcf}} + A1 / A2
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 13
  |Damage=  
  |Startup= -
  |Startup=  
  |Active= -
  |Active=  
  |Recovery= -
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property=
  |Special Property=  
  |Cancel=
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=  
  |Adv. Guard=  
  |Adv. Guard=  
  |Adv. Pushblock=  
  |Adv. Pushblock=  
  |description=  ...this is just crouching heavy punch. The only good thing going for this assist is that the team super is Raimeiken, but that's just a waste. Don't bother picking this assist.
  |description=  
  }}
  }}
  }}
}}<br>


=== Hyper Combos ===
 
 
=== Special Moves ===
 
{{MoveData
{{MoveData
|image= MVC2 Samurai QCF P 01.png
|image=  
|image2= MVC2 Samurai QCF P 02.png
|caption=  
|caption2= Throws three of these shurikens.
|name= Special Move Name
|name= Cho-Shuriken
|linkname= Special Move Name
|input= QCF+PP // {{qcf}}+{{lp}}{{hp}} (Air OK, in lightning mode only)
|input= Motion + Button Icon
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 45
  |Damage=  
  |Startup= 11 (10 pre-freeze, 1 post-freeze)
  |Startup=  
  |Active= -
  |Active=  
  |Recovery= -
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property= Projectile
  |Special Property=  
  |Cancel=
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit= -
  |Adv. Guard=  
  |Adv. Guard= -
  |Adv. Pushblock=  
  |Adv. Pushblock= -
  |description=  Silver Samurai throws three shurikens at once. Does very good chip damage, as every single one of the 18 hits does 1 point of chip.
  |description=  
}}
  }}
}}<br>
}}<br>
 


{{MoveData
|image= MVC2 Samurai QCF N KK 01.png
|caption= Raimeiken!!
|name= Raimeiken
|input= QCF+KK, in normal or lightning mode // {{qcf}}+{{lk}}{{hk}}, in normal or lightning mode
|data=
{{AttackData-MVSC2
|Damage= 3 damage per hit, total damage varies based on distance, mashing, and current combo amount.
|Startup= 11 (9 pre-freeze, 2 post-freeze)
|Active= 93 (no mashing, can last longer by mashing)
|Recovery= 15
|Guard= HL
|Special Property= Projectile
|Cancel=
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  One of the best supers in the entire game. Blows up bad assist calls, does massive damage, can be heavily mashed, and covers the entire screen. It's also completely safe on block as well. Sometimes this super has small gaps where the opponent can fall out of the lightning, and you can potentially be punished for it, but overall, a fantastic super.
}}
}}<br>


{{MoveData
=== Hyper Combos ===
|image= MVC2 Samurai QCF N KK 01.png
|caption= The pillar of fire!
|name= Homuraken
|input= QCF+KK, in fire mode // {{qcf}}+{{lk}}{{hk}}, in fire mode
|data=
{{AttackData-MVSC2
|Damage= 2 damage per hit
|Startup= 9 (9 pre-freeze, 0 post freeze)
|Active= 95
|Recovery= 15
|Guard= HL
|Special Property= Projectile
|Cancel=
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  A somewhat ok super, though you have to be in fire mode to access this super, and because of that, you barely ever see it. Unblockable post freeze, but it's also unsafe on block, and due to fire mode's penalties, Silver Samurai will get massively blown up if you do this at the wrong time.
}}
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Samurai QCF I KK 01.png
|image=  
|caption= Freeze!
|caption=  
|name= Hyougaken
|name= Hyper Combo Name
|input= QCF+KK, in ice mode // {{qcf}}+{{lk}}{{hk}}, in ice mode
|linkname= Hyper Combo Name
|input= Motion + Button Icon
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 20 (level 1), 30 (level 2), 40 (level 3)
  |Damage=  
  |Startup= 17 (15 pre-freeze, 2 post freeze)
  |Startup=
  |Active= -
  |Active=
  |Recovery= 48
  |Recovery=
  |Guard= HL
  |Guard=  
  |Special Property= Projectile
  |Special Property=
  |Cancel=
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description=  Silver Samurai leaps to the middle of the screen, then slams his blade into the ground, sending up a row of ice spikes on either side of him. These spikes freeze the opponent on hit. Somewhat decent, but he's completely vulnerable traveling to the middle of the screen, and can be easily avoided with a jump.
  |description=  
}}
  }}
}}<br>
}}<br>


{{MoveData
|image= MVC2 Samurai QCF N KK 01.png
|caption= All powerups have the same hitboxes.
|name= Toki-Rai
|input= QCB+P // {{qcb}}+{{p}}
|data=
{{AttackData-MVSC2
|Damage= 0
|Startup= 15
|Active= -
|Recovery= 16
|Guard= N/A
|Special Property=
|Cancel=
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Silver Samurai powers up with lightning. His moves become slightly faster, but he takes more damage (117% compared to his normal 93%) and deals less damage. He can also do a 3 move chain while in this mode, instead of just a 2 hit chain on the ground. Alters his shurikens to be a single hit projectile. Also grants access to Air Cho-Shuriken. Decent powerup. All powerups can stack up to 3 times, and if this happens for lightning, his stamina returns to 93%.
}}
}}<br>


{{MoveData
|image= MVC2 Samurai QCF N KK 01.png
|caption= All powerups have the same hitboxes.
|name= Toki-Hyo
|input= QCB+LK // {{qcb}}+{{lk}}
|data=
{{AttackData-MVSC2
|Damage= 0
|Startup= 15
|Active= -
|Recovery= 16
|Guard= N/A
|Special Property=
|Cancel=
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Silver Samurai powers up with ice. His moves do less damage, but he also takes significantly less damage (46% compared to 93%), as well as having super armor. Changes Raimeiken to Hyougaken. Probably the best powerup. All powerups can stack up to 3 times, and if this happens for ice, Silver Samurai gains Hyper Armor.
}}
}}<br>


{{MoveData
== Other ==
|image= MVC2 Samurai QCF N KK 01.png
|caption= All powerups have the same hitboxes.
|name= Toki-En
|input= QCB+HK // {{qcb}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage= 0
|Startup= 15
|Active= -
|Recovery= 16
|Guard= N/A
|Special Property=
|Cancel=
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=  Silver Samurai powers up with fire. His moves do a bit more damage, but he also takes significantly more damage (140% compared to 93% at level 1). All normals now do chip damage. Changes Raimeiken to Homuraken. The worst of the three powerups. All powerups can stack up to 3 times. At level 2, stamina goes to 117%, and at level 3, his stamina returns to his usual 93%.
}}
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Samurai FF DP P 01.png
|image=  
|image2= MVC2 Samurai FF DP P 02.png
|caption=  
|image3= MVC2 Samurai FF DP P 03.png
|name= Direction + Button Name
|image4= MVC2 Samurai FF DP P 04.png
|linkname=  
|image5= MVC2 Samurai FF DP P 05.png
|input= Direction + Button Icon
|image6= MVC2 Samurai FF DP P 06.png
|image7= MVC2 Samurai FF DP P 07.png
|caption7= Running slashes, but this time there's more of them!
|name= Hyper Hyakuretsutou
|input= A1+A2, while picking assist α
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 45
  |Damage=  
  |Startup= 6
  |Startup=  
  |Active= 4 per hit
  |Active=  
  |Recovery= 56
  |Recovery=  
  |Guard= HL
  |Guard=  
  |Special Property=
  |Special Property=  
  |Cancel=
  |Cancel= None
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description=  Silver Samurai runs forward, rapidly slashing like his Running Hyakuretsutou. This super can only be accessed by a Team Hyper Combo (THC). Not bad as a combo tool, as it's pretty fast. Unblockable post freeze at point blank range.
  |description= aaa
}}
  }}
}}<br>
}}<br>
 
 
== Beginner Overview ==


<youtube>W_-TQCwbE2k</youtube>




== General Gameplan ==
=== Taunt ===
static image goes here, unless youre jin or something


Generally, you're going to want to poke and build meter. Throw out shurikens to chip them down, if you can. Raimeiken is your biggest threat, learn when to use it and how to combo into it. Your main combo is off of c.HP, as it's a slightly better link than s.HP.


Sword powerups are generally a way to get yourself killed. It is usually a good idea to switch out if you accidentally activate his Toki-En/Fire powerup. If you get a lot of levels and want to show off, use Toki-Hyo/Ice. Ice can also be useful in 1v1 scenarios, where he's your last character.


As stated before, using the same sword powerup decreases the applied nerfs, giving you just the benefits at 3x. 3x Lightning gives faster attacks and slightly better chains with no decrease in health. 3x Fire gives all normals chip damage and more damage on all attacks with no decrease in health. 3x Ice gives you Hyper Armor. Using a different sword powerup cancels all previous effects and uses the new effects.  
=== Colors ===
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.


Be wary of accidentally activating sword powerups: smart players will be floating over your head trying to cross you up.  
[[Image:Mvc2-captainamerica.png]]


Odd fact: Silver Samurai cannot be thrown while he is crouching. He's also somewhat hard to unblockable.


{{Navbox-MVC2}}
{{Navbox-MVC2}}
[[Category:Marvel Vs. Capcom 2]]
[[Category: Marvel Vs. Capcom 2]]

Latest revision as of 00:59, 8 October 2024

Introduction

Steven "Steve" Rogers, known by his alias of Captain America, is the titular character from his comic by Marvel. A rejected World War II soldier due to many health problems, he signed up for Project Rebirth and was given a super soldier serum. Captain America helped the allies win the war, but was lost at sea and frozen for decades. Now thawed, Captain America doesn't serve a particular government or organization, but rather fights for the timeless principles of freedom, equality, and justice of the American Dream.

In Marvel Vs. Capcom 2, Captain America is an all rounder with decent normals and specials that let him put out damage and traverse the screen while shielded. Captain America has a double jump, which allows him to move around a bit more freely than some characters. He has nice damage with his normals, which are pretty solid all things considered, and his specials aren't any slouch either. His Shield Slash is a fast projectile that has nice zoning, his Stars and Stripes is a lightning fast DP, and his trademark Charging Star lets him go through projectiles. His supers are also solid, with Hyper Charging Star being projectile invulnerable, Hyper Stars and Stripes being a good combo super, and the incredibly damaging Final Justice to cap it off.

The problem with Captain America is he has no real mixup, and his shield is both his biggest strength and greatest weakness. If you do not get your shield back after throwing it with Shield Slash, Captain America becomes one of the most dysfunctional characters in the game, with no real combos, most of his specials and supers losing their protective properties, and his damage and range going way down. Couple this with his poor movement, Captain America has a really hard time getting in and applying his pressure. However, he's a damage machine, so it's good to keep him in mind. If you like all rounders with an emphasis on zoning, or are a full-blooded American hero, then be at ease with Captain America.

Gameplay

CharacterName is a [rough approximation of archetype] who can use [their tools] to [work towards their gameplan]. [Their] main strengths are [as follows] but their weaknesses are [so and so].

Strengths Weaknesses
  • Is in MvC2
  • Is in MvC2
MVC2 captainamerica art.png

Character Summary

Special Moves (Example)

Fireball (Air OK)
  • Qcf.png+P.png
Dragon Punch
  • Dp.png+P.png
Hurricane Kick (Air Only)
  • Qcb.png+K.png
Hyper Combos (Example)

Beam Super (Mashable)
  • Qcf.png+Lp.png+Hp.png
Dragon Punch Super
  • Dp.png+Lp.png+Hp.png
Hurricane Kick Super
  • Qcb.png+Lk.png+Hk.png
Assist Types (Example)

Type α - Expansion Type
  • Assist: Hk.png Hurricane Kick
  • Counter: Lk.png Hurricane Kick
  • Combination: Hurricane Kick Super
Type β - Projectile Type
  • Assist: Hp.png Fireball
  • Counter: Lp.png Fireball
  • Combination: Beam Super
Type γ - Anti-air Type
  • Assist: Hp.png Dragon Punch
  • Counter: Hp.png Dragon Punch
  • Combination: Dragon Punch Super

Moves List

Assists

Anti-air
Alpha.png
A1.png // A2.png
MVC2 Psylocke QCF K 02.png
Hk.png Psyblade
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - - -

Assist description.


Anti-air
Beta.png
A1.png // A2.png
MVC2 Cable DP P 02.png
Hp.png Psimitar
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - - -

Assist description.


Expansion
Gamma.png
A1.png // A2.png
MVC2 Cyclops QCB 01.png
Hk.png Cyclone Kick
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - - -

Assist description.


Normal Moves

(keep only one of these, and update the inputs for their medium attacks as needed)

-When grounded, [charactername] has the Hunter type Magic Series, meaning they can follow the Lp.png > Lk.png > Mp.png > Mk.png > Hp.png > Hk.png cancel tree.

-When grounded, [charactername] has the Marvel type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png > Hp.png>Hk.png cancel tree.

-When grounded, [charactername] has the 2-Hit type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png/Hp.png/Hk.png cancel tree.


Ground Normals

Light Punch
5Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Punch
5Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Punch
5Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Light Kick
5Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Kick
5Lk.png after a Lp.png, Lk.png, or Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Kick
5Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Light Punch
2Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Punch
2Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Punch
2Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Light Kick
2Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Kick
2Lk.png after a Lp.png, Lk.png, or Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Kick
2Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Air Normals

(keep only one of these, and update the inputs for their medium attacks as needed)

-When in the Normal Jump state, [charactername] has the Hunter type Magic Series, meaning they can follow the Lp.png > Lk.png > Mp.png > Mk.png > Hp.png > Hk.png cancel tree.

-When in the Normal Jump state, [charactername] has the Marvel type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png > Hp.png>Hk.png cancel tree.

-When in the Normal Jump state, [charactername] has the 2-Hit type Magic Series, meaning they can follow the Lp.png/Lk.png > Mp.png/Mk.png/Hp.png/Hk.png cancel tree.


Air Light Punch
j.Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Punch
Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Punch
j.Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Light Kick
j.Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Kick
Lk.png after a j.Lp.png, j.Lk.png, or j.Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Kick
j.Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Command Normals

Direction + Button Name
Direction + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -



Universal Mechanics

Universal Launcher (Punch)
3Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (high) - - - -

Every character has at least one of the two, sometimes both.


Universal Launcher (Kick)
3Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (away) - - - -

Every character has at least one of the two, sometimes both.


Throw (Punch)
6Hp.png // 4Hp.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both.


Throw (Kick)
6Hk.png // 4Hk.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both.


Air Throw (Punch)
j.6Hp.png // j.4Hp.png near airborne opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both. Unless you're Thanos.


Air Throw (Kick)
j.6Hk.png // j.4Hk.png near airborne opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both. Unless you're Thanos.


Raw Tag
Lp.png+Lk.png // Hp.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Snap Back
Qcf.png + A1 / A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Special Moves

Special Move Name
Motion + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Hyper Combos

Hyper Combo Name
Motion + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Other

Direction + Button Name
Direction + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

aaa



Taunt

static image goes here, unless youre jin or something


Colors

First row: Lp.png, Hp.png, A1. Second row: Lk.png, Hk.png, A2.

Mvc2-captainamerica.png



Game Navigation

General
FAQ
Controls
System
HUD
Glossary
Esoterics
Metagame
Tiers
Teams
Characters (Marvel)
Blackheart
Cable
Colossus
Cyclops
Doctor Doom
Gambit
Hulk
Iceman
Iron Man
Juggernaut
Magneto
Marrow
Omega Red
Psylocke
Rogue
Sentinel
Silver Samurai
Spiral
Storm
Thanos
Venom
Wolverine - Claw
Characters (Capcom)
Akuma
Amingo
Anakaris
B.B.Hood
Cammy
Captain Commando
Dan
Dhalsim
Felicia
Guile
Hayato
Jill
Jin
Ken
Mega Man
Roll
Ruby Heart
Ryu
Sakura
Servbot
SonSon
Strider
Tron Bonne
Characters (Updating)
Morrigan
Characters (Old Pages)
Captain America
Sabretooth
Shuma-Gorath
Spiderman
War Machine
Wolverine - Bone
Charlie
Chun-Li
M.Bison
Zangief